Use @[image1] as sole authority for C1 Felina appearance, wardrobe, proportions, materials, likenes

Prompt

Use @[image1] as sole authority for C1 Felina appearance, wardrobe, proportions, materials, likeness; use @[image2] as sole authority for C2 Alisa appearance, wardrobe, proportions, materials, likeness. VISUAL STYLE: realistic 3D, absolute blackout sword duel in an unlit cybercity service deck; no daylight, moonlight, lamps, screens, practicals, ambient fill, neon, rim light, or visible character between impacts. Only sword-energy collision flashes light the scene. C1 and C2 become readable only at the exact collision frame, then vanish. C1 holds exactly one sword, S1, emitting broad deep crimson-white pressure waves; C2 holds exactly one sword, S2, emitting broad cold silver-blue pressure waves. Energy waves are wide volumetric sheets, not blade copies or slash trails. Wet floor plates, dead server ribs, maglev spine, and rain haze appear only inside the collision flash. AUDIO: Near-silence, breath, boot pivots, cloth snaps, pressure-wave booms, blade hums, electrical buzz, hard black gaps. ENVIRONMENT: Blacked-out futuristic service corridor under a maglev spine: wet floor plates, dead screens, server ribs, narrow bridge, unseen void beyond the rail. EMOTIONAL GUIDANCE: C1 and C2 fight seriously in nonstop exchange; every movement is a committed sword strike throwing a counter-wave, no readable body outside collision flash. RHYTHM + ESCALATION: Counter-wave blackout combo: pure black, hidden simultaneous strikes, one-frame collision flash, pure black. Most flashes hit on a hard 0.5-second pulse; each beat feels like the next hit in one combo, with occasional double-pulse accents. BEATS: P01: Wide corridor combo hit: from pure black, C1 screen left and C2 screen right slash into the first counter-wave impact; flash reveals both silhouettes for one frame. P02: Floor-level sweep collision: two hidden low cuts meet over the wet floor; the flash briefly reveals only boots, floor plates, and the two wave fronts. P03: Overhead circular impact: two unseen diagonal cuts collide; the circular flash reveals both rotating silhouettes around the contact, then black. P04: Side medium cross-wave: hidden cross-cut and thrust-cut collide at chest height; the flash reveals both torsos, swords, and wave sheets for one instant. P05: Long corridor combo continuation: a distant wave collision bursts like the next chain hit; the flash sketches both far silhouettes, server ribs, and wet path. P06: Low rear counter impact: hidden upward cut and downward cut meet; the flash catches C1 foreground, C2 background, and the wave impact, then black. P07: Canted wall collision: two hidden cuts collide beside the server wall; the flash reveals both bodies, off-center wave impact, and wall ribs only inside the burst. P08: Close-range burst: two short cuts explode between the held swords; the narrow flash reveals both faces and hands for one frame without direct blade contact. P09: Wide void combo exchange: two hidden heavy waves cross the black gap as another linked hit; the collision flash draws both figures against the void, then erases them. P10: Top-down counter flare: hidden opposing waves meet above the floor; the flash opens a circular wet-floor patch and reveals both fighters only inside that circle. P11: Compressed wave crush: simultaneous close cuts collide at frame center; three one-frame pulses reveal both bodies without duplicating swords, with black gaps between pulses. P12: Extreme wide final counter-wave: hidden overhead cuts collide under the maglev spine; the largest flash reveals both full silhouettes for one instant, then total black.

Reference Images

@aimikoda48

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